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NWN HAKPAKS

- Jump to comments -
Title  Mountains 2.1
Author  Community Effort
Submitted / Updated  08-23-2003 / 08-24-2003
Category  Tilesets
Expansions  SOU-1.30
Description
This is based on version 1.01 of Adam Miller's 'mountain' tileset, which was based on the work on Lucifer Church. I'm calling this version 2.1 because I spent hours redoing all the walkmeshes by hand. NPCs should now be able to walk around the mountains without a lot of trouble.

Thanks to Na, version 2.1 no longer has an issue with edge files. If you are using version 2.0, get this one to replace it

To be done: This tileset really deserves its own skin. My suggestion would be to make the mountain sides rocky (with a good transition between rock and grass) and then make the tops snow-covered. I'd do it myself, but I need to move on to other projects. Good luck. :-)

Includes: sample mod, hak file, and readme. Note: 2.1 updates the module as well as the hak.

Files

NameTypeSizeDownloads
mountainv21.zipmountainv21.zip
Submitted: 08-23-2003 / Last Updated: 08-24-2003
zip1Mb2541
--
SCORE OUT OF 10
8.92
3 votes
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Comments (23):

Posted by steelfiredragon at 2005-08-09 03:21:46    Voted 9.75 on 08/09/05
great tiles

Posted by Lost_Dragon at 2005-05-06 20:59:49    Voted 9.00 on 02/20/04
I don't have time to redo the mountains but if somebody else wants to fix them for the latest patches and upload them under their own name that would be great. Just post a link here if you do so people will know where to go for the latest & greatest.

Posted by XiDragon at 2004-07-06 10:38:36    Voted 8.00 on 07/06/04
A worthy addition to anybodies landscape.
This in combination with "Hills and Homes" and the Rocky- and Snowy- Mountains gives the builder all he needs to create more realistic and diverse landscapes.
Eventually have a look at "JXP Mountains", this HAK does combine the before mentioned HAK's.

_________________________
Ever wanted a hotbar for party commands, or a separated Bard bar, or ... ?
xUI - Major NWN2 UI Enhancement

Posted by MokahTGS at 2004-02-29 00:33:00    
Don't know if anybody is still reading this, but it looks like patch 1.62 killed the shadows in this tileset. it's a shame, because this was a great tileset.
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by Lost_Dragon at 2004-02-20 10:36:26    Voted 9.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 8   Ease of Use 8   Quality Control 9   

Posted by ganef ( ..xxx.xxx ) at 2003-12-17 20:02:00    
Is this HotU compatible? Also, is it compatible with modules which used mountains 1.01?

Posted by sfdragon ( ..xxx.xxx ) at 2003-12-05 03:23:00    
my rant:
i wish thatwhen the mountains were originally made that tit was made as an addon to the rural tileset, insteaad of a seperate tileset..... oh well.

other than that its a great hak, everybody should download it.

Posted by Kevin Moss ( ..xxx.xxx ) at 2003-11-01 17:38:00    
Fantastic work guys! I love what you've done - keep up the great work!!

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-10-07 05:47:00    
Hi guys. I'm glad to see people doing stuff with this. I hope it keeps going and turns into a first class tileset. I wish I had time to work on it more, but I think I've done about all I'm going to do with it. If others want to release spin-off versions here on the Vault, I think that is a great idea (and it's why I posted this version :)

--
Lost Dragon

Posted by darwinscusp ( ..xxx.xxx ) at 2003-08-30 15:08:00    
Hi,

This is a great contribution to the community, and I'd be glad to help anyway that I can. My knowledge of tiles is extremely limited, but I'll be more than happy to help.

darwinscusp

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-08-28 21:47:00    
Uhh.. Thanks Phen_X, I'll check that out this weekend and update the hak then as well. :D

Hey TheFace - let me know when that reskin is ready. I'd love to see somebody do it.

--
Lost Dragon

Posted by theface ( ..xxx.xxx ) at 2003-08-28 08:36:00    
i think hes on about the fact that theres a few files in there some of the tsh01_z mdl files
that are actually named differently. i came across these whilst reskinning them to proper looking mountains
i havent got a clue wot they are for
but i havent done much with tilesets and i havent gotten around to changing the area edges yet
so they may be something to do with that
if you could let me know wot they are for
or how to change the area edges
plz let me know

Posted by Phen_X ( ..xxx.xxx ) at 2003-08-28 05:19:00    
ex:
le tile TSH01_Z03_01.mdl a comme déclaration:

#MAXMODEL ASCII
# model: TSH01_A03_01
filedependancy TSH01_01.max
newmodel TSH01_A03_01
setsupermodel TSH01_A03_01 NULL
classification Tile
#MAXGEOM ASCII
beginmodelgeom TSH01_A03_01
node dummy TSH01_A03_01
parent NULL
endnode

enfin ce que je dis c'est pour aider...



Posted by Lost Dragon ( ..xxx.xxx ) at 2003-08-27 21:44:00    
Err.. Does anyone know what Phen_X is talking about?

I haven't studied French in a decade. :/

Posted by Phen_X ( ..xxx.xxx ) at 2003-08-26 01:49:00    
Bug sur les fichiers THS01_Z02,Z03,Z04,Z09 confusion avec les A02,A03,C01,Z08 créés par copié collé et renomés mais les déclarations de l'Hex Base du tile n'a pas été changé.

Posted by Shealladh ( ..xxx.xxx ) at 2003-08-26 00:58:00    
k thanx anyway LD, I think I've pretty much figured it out

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-08-25 12:08:00    
Shealladh: This would be a good question for Adam Miller, or (even better) the Bioware Custom Content boards.

My enhancement to this hak was mainly in the walkmeshes - I don't know that much about creating tiles or adding content to the tileset.

Sorry. :)

Posted by Shealladh ( ..xxx.xxx ) at 2003-08-25 07:34:00    
Lost Dragon, I would like to include these into my own Combo HakPak and seem to have run into a problem.

I am creating various height lvls, 15 in all, and would like the Mountains to bolt ontop of an Area Transition.

From what I can gather, there are 3 Mountain Heights, Gras1, Gras2, and Gras3 (being raise/lower terrain). Now I'd like to have each of these to be able to connect to a 1 and 2 Tile high Height Transition.

Is this possible?
I also need to create another 2 Mountain Heights that are in sequence, two higher than the current Gras1, Gras2, and so on.

btw: These will also include reskinned versions of the mouantains to include SoU winter textures along with various stone and dirt/grass textures as well.

Alot to take on I know, but I'm working on a Base Landscape HakPak for our PW and any help will be appreciated to achieve our goals.

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-08-24 15:17:00    
Ok, I fixed the edge files so that they don't render grass out into infinity (thanks to Na'). This will probably be my last fix for a while (new semester starts tomorrow). I updated the mod file to reflect the changes (I also added a couple sound fx and changed a little of the terrain around to showcase the tiles a little more)

If anyone else wants to use this hak as a base for a new skin or if anyone wants to add more mountain, wall, etc., tiles - please feel free to do that and upload it here for all to share.

Thanks.

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-08-24 12:02:00    
Yah, these are really more foothills, but with a new skin they could look like the mountains in Ultima 7, which would be good enough for me. :)

Na - I'll work on getting the edge file fixed now - thanks. I'll do an update when it's ready.

Posted by Lord Niah ( ..xxx.xxx ) at 2003-08-24 10:09:00    
Great job!

Of course, I've always thought of this set more as foot hills than true mountains. Mountains are something you see in the distance, then you get closer, then you start moving up them and the scenery slowly changes. Because of this, you should use several different tilesets to represent rocky mountain terrain such as you get in the Alps, Rockies, or Himalayans.

For instance, a modified forest set could represent the forested lower regions of a mountain while a modified winter rural could be the snowy tops. You could then place the "mountains" down as placeables or nonwalkable models that you see in the distance. To bad we can do edge tiles that the builder chooses. Then we could have mountain peaks off in the edges.

Posted by cikandin ( ..xxx.xxx ) at 2003-08-24 09:27:00    
Very good

Posted by Na' ( ..xxx.xxx ) at 2003-08-23 23:35:00    
Open the mdl for the edge file in wordpad.
Search for aabb.
Delete that node and save the file.

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